Alkirians

Alkirians

Alkirians are a race of semi-magical hybrid race. They are the result of a strange druidic group that originated in a small chain of islands of the southeast coast of the mainland of Balkren. They are the result of some of the group’s stranger practices.

The Alkirians are half being half animal. They can have parents of any sapien race (pink squishy bipeds). They have tails similar to the feral animals their subspecies are derived from, though it is not uncommon for them to have their tails amputated. Alkirians have fur on their extremity as sell as their backs, but their fronts are mostly fur-less. Their faces are nearly Identical to that of a human, the modified nose and extended canines most bear are the only exception.

Alkirian Nation
Alkirian Politics

Alkirian Racial traits

  • Extra racial feat based on their subspecies at first level
  • The first class an Alkirian takes is their preferred class
  • Alkirians have the sent ability
  • +1 Skill point per level
  • Other racial feats are based on subspecies

Alkirian Racial Feats:
1 Jäger- +2 to Scent & listen Checks
2 Diebish- +1 on appraise, bluff, craft, decipher script, diplomacy, disable device, disguise, forgery, gather information, hide, intimidate, listen, move silently, open lock, search, sense motive, sleight of hand, spot, use magic device
3 Eigenbrötler- +2 on initiative, attack and damage rolls when you have no allies within 60 ft or the room you are in, whichever is smaller.
4 Rudel Mitglied- +1 to you and your allies attack and damage rolls when within 60 feet of you.
5 Hexer- +1 to the base attribute score of Charisma, Wisdom, or Intelligence
6 Krieger- +1 to the base attribute score of Dexterity, Strength, or Constitution
7 Hinterhalt Räuber- +2 on move silently checks and +4 on damage rolls for sneak attacks
8 Schlau- +2 to Bluff & Gather Information checks
9 Natürliche Hexer- can memorize and cast one extra spell of every spell level that is at least one level lower than the level of the highest spell they can cast.

Subspecies:
The stat modifiers are broken up in parenthesis for the purpose of mix breed Alkiriens. Mix breeds have all the traits of both species but only one parenthetical subset of stat modifiers. So If you wanted to make a Blutbod/Katzen Krieger character you could give them (1 STR, -1 INT) from their wolven parent and (2 STR,-2 INT) from their feline parent. However subspecies traits do not stack so that same character would not get +4 to Scent and listen checks.

Blutbod- Wolven race
(1 STR, -1 INT)(1 CON, -1 DEX) (size: Medium-Large)
A noble canine race who have found their place as the hunters & squad leaders in the Alkirian military.
Racial Feats Available (RFA): Jäger, Eigenbrötler, Rudel Mitglied, or Krieger
Blutbod Traits:

  • Bite Proficiency: When a Blutbod makes a bite attack it is treated as a natural weapon. Damage 1d8(Med.)/1d10(Lrg.) and does not take a strength penalty.
  • +2 on Scent Track & Listen checks
  • Low light vision
  • Bonus language: Wolven- The ability to understand the spoken language of wolven Alkirians and the body language of them and to an extent wild wolves. This language is similar to Vulpine and they can sometimes understand what a fox is trying to convey.
  • Ability: Howl- A conspicuous form of long range communication in the wolven tongue
  • Because of their military background, wolves automatically gain either the Eigenbrötler or Rudel Mitglied feat through their parents. A mixed breed wolf however does not receive this bonus.

Katzen Kreiger- Big Cat (tiger, lion, puma, jaguar, ect.) race
(2 STR, -2 INT)(1 DEX, -1 CHA) (size: Medium-Large)
These Katzen are most known for being The primary infantry of the Alkirian army.
RFA: Jäger, Eigenbrötler, Rudel Mitglied, or Krieger
Katzen Kreiger Traits:

  • Bite Proficiency: When a Katzen Kreiger makes a bite attack it is treated as a natural weapon. Damage: 1d8(+2 for saber toothed cats)(Lrg.)(piercing)
  • Claw Proficiency: When a Katzen Kreiger makes a claw attack it is treated as a natural weapon. Damage 1d6(Lrg.)(slashing) and does not take a strength penalty.
  • +2 on Scent Track and Listen checks
  • Dark vision
  • Bonus Language: Feline- The ability to understand the spoken language of feline Alkirians and the body language of them and to an extent wild cats
  • Ability: Stalk- A Katzen can target an enemy who is not focused on him/her to “stalk.” When a character begins a stalk they must succeed a hide check to hide from the stalked opponent. Stalking an opponent gives the player +3 on all rolls against the stalked opponent. While stalking something the character can not interact with another or they will “break the stalk.” The stalked opponent gets a spot check every turn to attempt to notice their stalker.

Katzen Hexer- Feline (any) race
(1 [CHA, WIS, or INT], -1 CON)(1 DEX, -1 STR) (size: Small-Large)
These felines, usually smaller than their Kreiger counterparts, are usually the combat spellcasters of the Alkirian army.
RFA: Hexer, Hinterhalt Räuber, Natürliche Hexer
Katzen Hexer Traits:

  • +2 on Scent Track and Listen checks
  • Dark vision
  • Claw Proficiency: When a Katzen Kreiger makes a claw attack it is treated as a natural weapon. Damage 1d2(Sml.)/1d4(Med.)/1d6(Lrg.)(slashing) and does not take a strength penalty.
  • Bonus Language: Feline- The ability to understand the spoken language of feline Alkirians and the body language of them and to an extent wild cats
  • Ability: Stalk- A Katzen can target an enemy who is not focused on him/her to “stalk.” When a character begins a stalk they must succeed a hide check to hide from the stalked opponent. Stalking an opponent gives the player +3 on all rolls against the stalked opponent. While stalking something the character can not interact with another or they will “break the stalk.” The stalked opponent gets a spot check every turn to attempt to notice their stalker.

Voxbour Hexer- Fox (any) race
(1 CHA, 1[CHA, WIS, or INT], -2 STR)(1 WIS, -1 CON) (size: Small-Medium)
RFA: Hexer, Hinterhalt Räuber, Schlau, Natürliche Hexer
Voxbour Hexer Traits:

  • +2 on Scent Track and Listen checks
  • Low Light vision
  • Bonus Language: Vulpine- The ability to understand the spoken language of vulpine Alkirians and the body language of them and to an extent wild foxes. This language is similar to Wolven and they can sometimes understand what a wolf is trying to convey.

Deibish Voxbour- Fox (any) race
(1 DEX, -1 STR)(1 WIS, -1 CON) (size: Small-Medium)
RFA: Jäger, Diebish, Hinterhalt Räuber, Schlau
Deibish Voxbour Traits:

  • +2 on Listen, Slight of Hand, & Bluff checks
  • Dark vision
  • Bonus Language: Vulpine- The ability to understand the spoken language of vulpine Alkirians and the body language of them and to an extent wild foxes. This language is similar to Wolven and they can sometimes understand what a wolf is trying to convey.

Jagerbar- Bear Race
(2 [STR or CON], -3 DEX)(1 [CON or STR]) (size: Medium-Large)
RFA:
Jagerbar Traits:

  • Claw Proficiency: When a Jagerbar makes a claw attack it is treated as an natural weapon. Damage: 1d4(Med.)/1d6(Lrg.)-1(slashing).
  • Bite Proficiency: When a Jagerbar makes a bite attack it is treated as a natural weapon. Damage: 1d6(Med.)/1d6+2(Lrg.)(piercing)
  • Dark vision
  • Bonus Language: Baren- The ability to understand the spoken language of Jagerbar Alkirians and the body language of them and to an extent wild bears.

Reinigen- Rodent Race
(2 DEX, +2 STR, -4 CHA)(2 CON, -2 Wis) (size: Small-Medium)
RFA: Jäger, Eigenbrötler, Krieger, Hinterhalt Räuber, and Rudel Mitglied.
Reinigen Traits:

  • Bite Proficiency: When a Reinigen makes a bite attack it is treated as a natural weapon. Damage: 1d4(Sml.)/1d6(Med.)(piercing) and does not take a strength penalty
  • +2 on Listen, Balance, & Escape Artist Checks
  • Dark vision
  • Bonus Language: Rodent- The ability to understand the spoken language of Alkirians and the body language of them and to an extent wild Rats. This language is similar to Mustelidae and they can sometimes understand what a Mustelidae is trying to convey.

Frettchen- Mustelidae Race
(2 INT, -2 STR)(2 DEX, +2 WIS, -2 CON, -2 STR) (size: Small-Medium)
RFA: Schlau, Diebish, Eigenbrötler, Hexer, and Jäger
Reinigen Traits:

  • Bite Proficiency: When a Frettchen makes a bite attack it is treated as a natural weapon. Damage 1d4(Sml.)/1d6(Med.)(piercing) and does not take a strength penalty.
  • +2 on Balance, Slight of Hand, & Escape Artist checks
  • Dark vision
  • Bonus Language: Mustelidae- The ability to understand the spoken language of Mustelidae Alkirians and the body language of them and to an extent wild Mustelidae. This language is similar to Rodent and they can sometimes understand what a rodent is trying to convey.

Eidechse Reptile Race
()()(Size: Small-Large)
RFA:
Eidechse Traits:

  • Bite Proficiency: When a Eidechse makes a bite attack it is treated as a natural weapon. Damage 1d4(Sml.)/1d6(Med.)/1d10(Lrg.) and does not take a strength penalty.
  • Cold Blooded: +2 to all rolls when actively heated by the sun or other warming thing, -2 in when not being actively warmed, -4 when actively chilled.
    Some Eidechse traits:
  • Toxin: Some have a venom that is either injected through fangs or spat. An Eidechse may only have one of these based on subspecies. DC 15-20 Fortitude save, and does 1d4 damage upon failure.
    —Fangs: +2 to bite damage. Target is poisoned when successfully bit, though the player may chose not to inject venom.
    —Spit: Character gains a spitting attack where they spray the target with poison. This is treated as a ranged attack which does provoke an attack of opportunity. It’s range is 20 ft.
  • Infection: Some Edechse have a froth of bacteria in their mouth which are not harmful to them, but a bite from them results in a dastardly illness that will kill the infected within a day.
    *Death roll: Alligator/crocodile Edechse have the ability to go into a death roll after biting, causing massive damage to the incapacitated target. This must be declared before the bite is made, and happens whether the bite fails or not and provokes attacks of opportunity from anyone who has not been bitten by them. If the bite fails the roll still happens on the character’s next turn, but stops in time for the character to take a move or standard action.

Alkirians

Legends of Balkren Jeto